*This has been EDITED in response to feedback and is no longer the same as it was when the Feedback was given please ignore any replies that were made prior to the 29th of December 2012*

-=Miyu's Multi-Mission Strategic Explorer Guide=-

Hi, this is my attempt at a guide on how to build a PvP torpedo Vesta, first off, I'd like to make it known that I haven't been playing very long, I joined during September 2012 and had to figure out most of what I know by myself through trial and error with help from a parser , I spent millions of energy credits into build ideas and some of them were good, and some were pretty terrible, I have read through a lot of the general guides on the forums and they give very good and sound advice, and I would recommend anyone new that is reading this to do the same, anyway, my intention was to create a guide for a Vesta Torpedo Ship that can help new players interested in making one avoid doing all the hard research and work.

It will likely be edited and updated multiple times as I perfect it to help new players, remember, this is just a guide to building, not a build itself, some of the specs here probably aren't cookie cutter by any means but I'm willing to take criticism and most of all, I'm willing to post this just for the sake of build diversity, many players are looking for alternative play-styles that may not be completely 100% efficient, but still fun to play and "MAY" hold their own better than those that were just rushed together without much thought at all.

I'd also like to add that if I have made any mistakes in my English please let me know as this is my second Language, I am from Japan.

If you have any questions, contact me in-game by messaging Miyu@fearinggravity

You can always redistribute points to or from somewhere else like Graviton Generators, to buff other stats such as Threat Control, Hull Plating, Projectile Specialization, or even Subspace Decompiler depending on how powerful you want your Tractor Beams to be versus your Damage Mitigation, DPS, Viral Matrix, or your innate subsystem targeting.

These specs are really just to give the general Idea of the build, overall, there may be certain changes you will want depending on what you will be doing, for example, if you end up using Quantum Torpedos or Tricobolt Torpedos, you will probably be better off modifying the general spec and dropping some heals for stripping, using Tachyon Beam III or Tractor Beam III instead of Transfer Shield Strength III, this will give you the most optimal shield stripping and holding capability, and you will definitely need that if you intend on using anything other than Transphasic Torpedos, the shield-drain spec already better suits Quantum Torpedos, Tricobalt Torpedos and Plasma Torpedos, but with a few modifications to the General Spec, you can probably get some nice results.

Feel free to replace Tractor Beam III and Transfer Shield Strength II for for Energy Siphons III or II, Tractor Beam II, or Tractor Beam Repulsers II or III.
With a couple of the right Warp Theorist doffs, Energy Siphon can strip a random subsystem, which makes it quite a useful ability, even though it is underrated.

For the general spec: you can replace High Yield II for Torpedo Spread II, or even replace one of them for Dispersal Pattern Beta/Alpha, however, if you do this, it would be wise to run Emergancy Power to Shields I + Emergancy Power to Shields II to free up the universal ensign for a High Yield I or Torpedo Spread I.

It ultimately depends on if you want to buff your disabling and drain mines such as the tachyon and tric mines, or your survivability and torpedo damage.

Please note, if you decide to use Plasma Torpedos or any kind of plasma damage, make sure you spec into particle generators! I am unsure if it is confirmed or not, but apparently it buffs the DoT from Plasma Torpedos - the Shield-drain spec is already suited for plasma and quantum torpedos, however, you may not need to do anything that drastic to still make a viable plasma spec for yourself, a simple edit and re-allocation of points in the general spec can work well too.

TLDR: It isn't completely necessary to copy the general spec or the shield-drain spec EXACTLY to make a viable spec, there are quite a few viable variants.

-Use a single beam array of your choice for innate subsystem targeting if you want, it can work well.

I reccomend a [Phaser Beam Array Mk XII [acc]x3] or, [Tetryon Beam Array Mk XII [acc]x3] theres also the rather gimicky [Experimental Romulan Plasma Beam Array] which is okay if you end up using the Romulan Singularity Harness.

Torpedos:

- [Breen Transphasic Cluster Torpedo]

This item can really hurt, however, If you choose to use the Breen Transphasic Cluster Torpedo, you can only use two other torpedos at maximum, if a beam array is included, you can only use one other torpedo, I reccomend using this weapon choice with two Rapid Reload Transphasic Torpedos.

Tricobalts:

It is highly reccomended that you have at least 6 skill points in Subspace Decompiler if you choose to heavily use any Tricobalt weapons.
Two Tricobalt torpedos are very slow, you will only be able to fire one every 25 seconds at least, and that is with projectile duty officers, and it's also weak to AoE, but that being said, if you can pull it off, they can decimate someone, usually in one hit, that is, IF they hit, they also synergize amazingly with subspace decompiler, adding extra control over enemies, about 4 seconds of disable, these are a very underrated weapon choice.

Two Quantum Torpedos deliver high damage at a shorter cooldown than the Tricobalts, but they don't synergize with subspace decompiler, however, they can't be targeted, which means you can pop ships when you disable their shields without worrying about your torpedos getting shot down before they even get a chance to hit the target, it is reccomended you use a heavy shield stripping build such as the shield-drain build to get the most out of these weapons, also, on a completely non game mechanics note, if you enjoy staying true to Canon you can fit one Phaser Beam Array with these weapons, and your ship will operate like Federation Ships are supposed to according to lore.

Two Transphasic Torpedos have more steady damage output, they damage even when shields are up, which means you wont need to rely as much on your disabling abilitys, yet when you DO disable, they will hit for more, it is reccomended you try to maximize your overall Torpedo Damage output when you use this type of weapon.

Regular Transphasic Torpedo's are good if you have projectile duty officers on, they work nicely, otherwise, Rapid Reload Transphasic Torpedo's might be a better choice.

Plasma:

I highly reccomend using the Shield-drain Spec if you intend to use these weapons, or, if you managed to create your own "plasma-viable" (high particle generators/shield killing) variant of the General Spec, then use that, if it works out, then that means my guide is doing what it was intended to do.

The plasma torpedos have great damage and can stack plasma fire pretty well, the Omega Plasma Torpedo Launcher grants the Omega Adapted Borg Technology Set bonus if you have Assimilated Console on. Romulan Hyper-Plasma Torpedo Launcher, Experimental Romulan Plasma Beam Array , and Zero-Point Energy Conduit gives bonus plasma damage as a set bonus and also gives another plasma fire damage over time activate-able ability, the downside to these ones is that they can be targeted and destroyed easily and using all of these for the set bonuses may take up precious needed console slots for something better.

If you don't want to risk your plasma torpedos getting shot down by using the Romulan Singularity Harness and Omega Adapted Borg Technology set items, then opt to use regular plasma torpedo's, or rapid firing ones (if they exist)

The Kinetic Cutting beam seems to parse better than a turret, and has a nice debuff, if you combine it with assimilated console, you will get a set bonus, although, it isn't necessary.

The Tricobalt Mine Launcher receives a synergy from Subspace Decompiler, the Concentrated Tachyon Mine Launcher receives synergy from Flow Capacitors, these can both be used situationally, and buffed with dispersal pattern beta, or alpha.

If you cannot afford this Aft Weapons setup, then maybe use Transphasic Mines (if using transphasic torpedos) or Plasma Mines (if using plasma torpedos), another alternative is using Polarized Disruptor Turrets [acc]x2 - these turrets place a damage resistance debuff on the target making your torpedos deal more damage, they also have a Polaron Proc which is buffed by flow capacitors and can augment your power draining.

Use Tachyokinetic Converter if you want more turn rate with some supplemental extra DPS.
Use Multidimensional Wave-Function Analysis Module if you want to break Holds more often.
Use Assimilated Module if you want extra DPS and synergy with the Kinetic Cutting Beam, or if are using Omega Plasma Torpedo for the Omega Adapted Borg Technology Set Bonus.
Use Zero-Point Energy Conduit if you are using Romulan Hyper-Plasma Torpedo Launcher and Experimental Romulan Plasma Beam Array.

Danuba: = More tractor beam holds and subsystem disables, but only has photon torpedos.Scorpions: = More raw DPS from dual cannons and high yield plasma torpedos, good against KDF and cloaking targets because of the damage over time debuffs it can apply.Delta Flyers: = More shield-stripping and subsystem disables, has shield-ignoring torpedos.

Duty Officers: (Choose Type)
- 2-3 System Engineers (Chance Viral Matrix will spread, use more of these if you don't have energy siphon)
- 2-3 Warp Theorists (Chance to disable subsystem when you use Energy Siphon, only use if you have Energy Siphon))
- 1 Tractor Beam Officer (Must have this, it drains target shields, consider using Tractor Beam III for best use of this)
- 2-3 Projectile Officers so you can fire more torpedos. (Overall good for any torpedo ship)
- 2-3 Shield Distribution Officers to make brace for impact another "Oh Crap!" button, like Reverse Shield Polarity.
- 2-3 Development Lab Scientist (Must have this if you use the Plasma Spec or any spec that uses science team)

- Use attack pattern alpha to boost your torpedo strikes when a targets shields are down. (If Tactical Captain)
- Use Rotate Shield Frequency to boost your damage soaking. (If Engineering Captain)
- Use Sensor Scan to debuff your targets damage resistances before you launch Torpedos. (If Science Captain)
- Use Reverse Shield Polarity in an "Oh Crap!" situation, if you have it.
- Constantly Keep both Emergancy Power to Shields up.
- Use Tachyon Beams to strip target shields, if you have it.
- Use Tractor Beams to strip target shields, if you have it.
- Constantly Keep both Tactical Teams up, if you have it, otherwise use your Science Team respectively.
- Use Charged Particle Blast to strip targets shields and reveal cloaked, if you have it.
- Use brace for impact in an "Oh Crap!" situation, if you have it.
- Use as much damage boosting cooldowns as you can just before launching torpedos at a shield-stripped target.
- Use Fermion Console to heal yourself of any hull damage.
- Use Attack Pattern Omega to break tractor beams and holds.
- Use Hazard Emitters to debuff yourself of any Hazards, boost damage soaking, and heal your hull.
- Use Energy Siphon to drain your targets power from all of their systems, and boost your own systems, with a chance to strip a random subsystem, if you have the Juel Ducanel doffs.
- Use Viral Matrix to drop your targets shields, engines, weapons, and auxiliary systems.
- Use Dispersal Pattern to boost Concentrated Tachyon Mine Launcher and Tricobolt Mine Launcher.
- Use High Yield or Torpedo Spread for launching Torpedos when your target's shields are offline.

wouldn't be an adapted KHG 2 piece set much better for that kind of setup? i mean, more aux, more torpedo dmg...

and instead of the experimental plasma beam array the aux DHC from the vesta?

also setting powerlevels to this round values makes little sense...since 100 means you will probably run at 130, which is too much...so that must be balanced around the actual powerlevels, that means it may be 95, 90 or something...

personally i think this is a rather expensive setup, and i'm not convinced really that it is an "effective torpedo vesta"
It is a torpedo build, obviously, if it is actually effective, i don't know...it better be judging by the things in it that cost real money to some extend, but i personally doubt it to be any more effective than the standard cookie cutter vesta builds around.

PS: it would probably also make a lot of sense to get the new consoles from the embassy into that build

I mean, There are plenty of Aux Cannon builds for the vesta already, this is positing a viable Torpedo Spec vesta, so that you can stay at 100 Power to shields, as for 100 power to Auxiliary, it would likely be better to use 95 in auxiliary if you want to round out everything, but the overflow of auxiliary seems to increase the output of abilitys. It was to give an idea of power levels, feel free to modify from those presets as you deem fit.

Why do people choose the Borg impulse? I've been planning my sets since I'll be hitting tier 4 soon and the bonuses the Borg impulse provide just don't seem to stack up against the likes of, say, the KHG engine.

What am I missing?

Honest question here.

I know feds don't get access to the KHG stuff, but what's so special about the Borg engine that people chose it so frequently?

Why do people choose the Borg impulse? I've been planning my sets since I'll be hitting tier 4 soon and the bonuses the Borg impulse provide just don't seem to stack up against the likes of, say, the KHG engine.

What am I missing?

Honest question here.

I know feds don't get access to the KHG stuff, but what's so special about the Borg engine that people chose it so frequently?

Well, it's quite simple, on a ship like the Vesta, it has a low Hull Capacity, the Borg Engine + Deflector set bonus has a chance to proc a heal that ticks for 2000, this is enough to heal the vesta up to full. Also, as my spec does not have anything in driver coil or other utility abilitys, the borg engine gives a nice speed in sector space. Also, limiting yourself to any set that requires a 3set bonus that has to include one of those dreadful Convarient Shields, is suicide. Any shield that has 10% bleedthrough will destroy a ship like the Vesta, just from bleedthrough damage.

For the tac spec why no points in projectile weapon specialization? especially if you use crit bonus consoles like tachykinetic, Romulan, or borg consoles the crits can be huge. I would max that out. I haven't bothered with any rep system torps yet, but on my torp brel it just uses all [CritH]x3 torps and works great with those 3 consoles and max proj weapon spec, should work good with those rep system torps to.

For the tac spec why no points in projectile weapon specialization? especially if you use crit bonus consoles like tachykinetic, Romulan, or borg consoles the crits can be huge. I would max that out. I haven't bothered with any rep system torps yet, but on my torp brel it just uses all [CritH]x3 torps and works great with those 3 consoles and max proj weapon spec, should work good with those rep system torps to.

You're absolutely right, that is a great area to spend points, feel free to if you want, but you see, you'l be taking from other vital areas in the spec, Theres enough crit and crit dmg there, remember, this is using plasma ... its focus is to drain, disable, and also do a bit of a kick, its more of a strategic build. its focused on taking shields and power offline while keeping plasma dots up.

Well, it's quite simple, on a ship like the Vesta, it has a low Hull Capacity, the Borg Engine + Deflector set bonus has a chance to proc a heal that ticks for 2000, this is enough to heal the vesta up to full. Also, as my spec does not have anything in driver coil or other utility abilitys, the borg engine gives a nice speed in sector space. Also, limiting yourself to any set that requires a 3set bonus that has to include one of those dreadful Convarient Shields, is suicide. Any shield that has 10% bleedthrough will destroy a ship like the Vesta, just from bleedthrough damage.

I hope that answers your question.

it doesn't heal you full, it heals 30% of your maximum hull points once per minute...in your case that may be 2k.

driver coil or warpspeeds are irrelevant for combat, you can actually switch engines each time you travel...so that is a moot point anyway.

the KHG, which is available to fed players at tier 5 omega rep, provides much more synergie to your build with only 2 parts equipped...more aux (much more)

and that 10% bleedthrough can kill you is your opinion...nothing more. the KHG shield proc is actually really nice, since it diminishes the ability to hit you and your allies (it decreases the opponents ACC rating by 25% for 10 seconds) + 1 sec placate...some dispute this actually to be overpowered.
by your logic no BoP should use the KHG shield...but many actually do...

so in my opinion, KHG engine and shield + borg deflector + your skillpoints will give you 140 aux power easily. that means instead of 100 aux, you can run 85 or even less...

that high aux power simply cries for atleast one aux DHC instead of the plasma beam.
target subsystem shields doesn't really fit either, better off with APbeta or delta

for your skillpoints, did you take skillpoints effect list under consideration? i don't think so, because if you did, you probably wouldn't put 9 points in some of your skills.
Also i don't see a single hull heal...thats an obvious flaw, a big one actually.
same skillset and boff setup for each class...means you actually ignore the stuff each class brings into the build, flawed!

anyway, i think i brought some valid critique about that build into the discussion, think about or don't it's up to you.

No offense to the OP, but I hope no one actually takes these builds seriously who is reading this thread. These builds aren't even utilizing an HE by the looks of those skill planners (they currently go PH1, ES1, TSS3, VM3). He's also concentrating on putting as much junk on the ship as possible without anything really having any synergy. Also, all the Lobi stuff has to be cutting into the ship's effectiveness. Great, mount that stuff if it actually adds to the synergy of the build but you're wasting valuable slots and reducing the ship's overall effectiveness when it becomes too much of a P2W mess with nothing that reasonably works together. The only thing these builds have going for them is the Tric mines but he's not even using any Dispersal patterns. Sorry to be so hard to you OP. If you need any help parsing your build let me know. I'll gladly take you through an STF and tell you where your damage numbers are sitting. I think you're needing some eye-opening.